Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
dlls/d3d10core/tests/device.c | 80 +++++++++++++++++++++++++++++++++++++++----
1 file changed, 73 insertions(+), 7 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 6982a4ed14b0..421512f40cc9 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -10583,6 +10583,7 @@ static void test_shader_interstage_interface(void)
ID3D10Device *device;
UINT stride, offset;
ID3D10Buffer *vb;
+ unsigned int i;
HRESULT hr;
static const DWORD vs_code[] =
@@ -10655,6 +10656,56 @@ static void test_shader_interstage_interface(void)
0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
};
+ static const DWORD ps_partial_input_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
+ nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
+ uint t3 : TEXCOORD3, out float4 o : SV_Target)
+ {
+ o.x = t0.y + t1;
+ o.y = t2 + t3;
+ o.z = 0.0f;
+ o.w = t0.x;
+ }
+#endif
+ 0x43425844, 0x5b1db356, 0xaa5a5e9d, 0xb916a081, 0x61e6dcb1, 0x00000001, 0x000001cc, 0x00000003,
+ 0x0000002c, 0x000000cc, 0x00000100, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x0000008c, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x0000008c,
+ 0x00000003, 0x00000000, 0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074,
+ 0x52444853, 0x000000c4, 0x00000040, 0x00000031, 0x03001062, 0x00101032, 0x00000001, 0x03000862,
+ 0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042, 0x00000002,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012, 0x00000000,
+ 0x0010102a, 0x00000002, 0x0010101a, 0x00000002, 0x05000056, 0x00102022, 0x00000000, 0x0010000a,
+ 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a, 0x00000002,
+ 0x05000036, 0x00102042, 0x00000000, 0x00004001, 0x00000000, 0x05000036, 0x00102082, 0x00000000,
+ 0x0010100a, 0x00000001, 0x0100003e,
+ };
+ static const DWORD ps_single_input_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position, float2 t0 : TEXCOORD0, out float4 o : SV_Target)
+ {
+ o.x = t0.x;
+ o.y = t0.y;
+ o.z = 1.0f;
+ o.w = 2.0f;
+ }
+#endif
+ 0x43425844, 0x7cc601b6, 0xc65b8bdb, 0x54d0f606, 0x9cc74d3d, 0x00000001, 0x00000118, 0x00000003,
+ 0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+ 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058,
+ 0x00000040, 0x00000016, 0x03001062, 0x00101032, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x05000036, 0x00102032, 0x00000000, 0x00101046, 0x00000001, 0x08000036, 0x001020c2, 0x00000000,
+ 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x40000000, 0x0100003e,
+ };
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
@@ -10681,7 +10732,18 @@ static void test_shader_interstage_interface(void)
{{ 1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
- static const struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f};
+ static const struct
+ {
+ const DWORD *ps_code;
+ size_t ps_size;
+ struct vec4 expected_result;
+ }
+ tests[] =
+ {
+ {ps_code, sizeof(ps_code), {10.0f, 8.0f, 7.0f, 3.0f}},
+ {ps_partial_input_code, sizeof(ps_partial_input_code), {10.0f, 8.0f, 0.0f, 3.0f}},
+ {ps_single_input_code, sizeof(ps_single_input_code), {3.0f, 5.0f, 1.0f, 2.0f}},
+ };
if (!init_test_context(&test_context))
return;
@@ -10690,8 +10752,6 @@ static void test_shader_interstage_interface(void)
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
- hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
- ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
@@ -10711,20 +10771,26 @@ static void test_shader_interstage_interface(void)
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
- ID3D10Device_PSSetShader(device, ps);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
stride = sizeof(*quad);
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
- ID3D10Device_Draw(device, 4, 0);
- check_texture_vec4(render_target, &expected_result, 0);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ hr = ID3D10Device_CreatePixelShader(device, tests[i].ps_code, tests[i].ps_size, &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D10Device_PSSetShader(device, ps);
+ ID3D10Device_Draw(device, 4, 0);
+ check_texture_vec4(render_target, &tests[i].expected_result, 0);
+ ID3D10PixelShader_Release(ps);
+ }
ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(render_target);
- ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb);
release_test_context(&test_context);
--
2.16.1